// 图形子系统 - 整合Wayland、Skia、Vulkan和Kuikly，借鉴HaikuOS图形子系统算法
// 仅使用safe Rust

#![forbid(unsafe_code)]

use std::sync::Arc;
use std::sync::Mutex;
use std::sync::RwLock;
use std::collections::{HashMap, HashSet};
use std::thread;
use std::time::Duration;
use log::{info, warn, error, debug};

// 导入核心服务和类型
use super::{Capability, CapabilityId};
use super::desktop_environment::DesktopEnvironment;
use super::gfx_service::{GraphicsService, GraphicsError};
use super::vulkan_service::{VulkanService, VulkanError, VkInstance, VkPhysicalDevice, VkDevice, VkSwapchainKHR, VkImage, VkSemaphore};
use super::skia_service::{SkiaService, SkiaError, SkSurface, SkCanvas, SkPaint};
use super::wayland_service::{WaylandService, WaylandError, WaylandConnectionId};
use super::kuikly_service::{KuiklyUIService, KuiklyError};

// 图形子系统错误类型
#[derive(Debug, Clone, PartialEq)]
pub enum GraphicsSubsystemError {
    InitializationFailed,
    GraphicsError(GraphicsError),
    VulkanError(VulkanError),
    SkiaError(SkiaError),
    WaylandError(WaylandError),
    KuiklyError(KuiklyError),
    InvalidParameter,
    ResourceNotFound,
    PermissionDenied,
    OperationFailed,
}

// 窗口管理器 - 借鉴HaikuOS的WindowServer设计
pub struct WindowManager {
    windows: HashMap<u64, Window>,
    next_window_id: u64,
    focused_window: Option<u64>,
    surfaces: HashMap<u64, Surface>,
    next_surface_id: u64,
    // 层级管理 - 借鉴HaikuOS的层级系统
    layers: HashMap<u32, HashSet<u64>>,
    active_layer: u32,
}

// 窗口 - 借鉴HaikuOS的Window类设计
pub struct Window {
    id: u64,
    title: String,
    x: i32,
    y: i32,
    width: u32,
    height: u32,
    visible: bool,
    focused: bool,
    surface_id: u64,
    // HaikuOS风格的窗口装饰器
    decorator: WindowDecorator,
}

// 窗口装饰器 - 借鉴HaikuOS的窗口边框和标题栏设计
pub struct WindowDecorator {
    style: DecoratorStyle,
    border_width: u32,
    title_bar_height: u32,
    // 窗口控制按钮状态
    close_button: ButtonState,
    minimize_button: ButtonState,
    maximize_button: ButtonState,
}

// 装饰器风格
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum DecoratorStyle {
    Default,
    NoBorder,
    NoTitleBar,
    Fullscreen,
}

// 按钮状态
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum ButtonState {
    Normal,
    Hovered,
    Pressed,
}

// 表面 - 管理渲染表面
pub struct Surface {
    id: u64,
    width: u32,
    height: u32,
    skia_surface_id: Option<SkSurface>,
    skia_canvas_id: Option<SkCanvas>,
    vulkan_swapchain_id: Option<VkSwapchainKHR>,
    vulkan_images: Vec<VkImage>,
    current_image_index: u32,
    // 双缓冲机制 - 借鉴HaikuOS的缓冲策略
    back_buffer: Option<u64>,
    front_buffer: Option<u64>,
}

// 显示设备管理器 - 借鉴HaikuOS的Display Server设计
pub struct DisplayManager {
    primary_display: u64,
    displays: HashMap<u64, DisplayDevice>,
    // 多显示器支持 - 借鉴HaikuOS的多显示器管理
    display_configuration: DisplayConfiguration,
}

// 显示设备
pub struct DisplayDevice {
    id: u64,
    name: String,
    width: u32,
    height: u32,
    refresh_rate: u32,
    // 当前模式索引
    current_mode: u32,
    // 支持的显示模式列表
    modes: Vec<DisplayMode>,
}

// 显示配置
pub struct DisplayConfiguration {
    arrangement: DisplayArrangement,
    primary_offset_x: i32,
    primary_offset_y: i32,
    // 其他显示的位置相对于主显示
    display_offsets: HashMap<u64, (i32, i32)>,
}

// 显示排列方式
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum DisplayArrangement {
    Clone,
    Extended,
    Mirror,
}

// 显示模式
pub struct DisplayMode {
    width: u32,
    height: u32,
    refresh_rate: u32,
    pixel_format: u32,
}

// 输入管理器 - 处理用户输入事件
pub struct InputManager {
    // 当前鼠标位置
    mouse_x: i32,
    mouse_y: i32,
    // 鼠标按钮状态
    mouse_buttons: HashMap<u32, bool>,
    // 键盘状态
    keyboard_state: HashMap<u32, bool>,
    // 输入事件队列
    event_queue: Arc<Mutex<std::collections::VecDeque<InputEvent>>>,
}

// 输入事件类型
#[derive(Debug, Clone)]
pub enum InputEvent {
    MouseMove { x: i32, y: i32 },
    MouseButton { button: u32, pressed: bool },
    KeyEvent { key_code: u32, pressed: bool },
    WindowResize { window_id: u64, width: u32, height: u32 },
    WindowFocus { window_id: u64, focused: bool },
}

// 合成器 - 借鉴HaikuOS的合成算法
pub struct Compositor {
    // 合成表面
    composition_surface: Option<SkSurface>,
    composition_canvas: Option<SkCanvas>,
    // 合成画笔
    composition_paint: Option<SkPaint>,
    // 合成选项
    options: CompositorOptions,
}

// 合成器选项
pub struct CompositorOptions {
    enable_alpha: bool,
    enable_vsync: bool,
    enable_hardware_acceleration: bool,
    // 渲染质量设置
    render_quality: RenderQuality,
}

// 渲染质量
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum RenderQuality {
    Low,
    Medium,
    High,
    Best,
}

// 图形子系统 - 整合所有组件
pub struct GraphicsSubsystem {
    // 基础服务
    graphics_service: Arc<Mutex<GraphicsService>>,
    vulkan_service: Arc<Mutex<VulkanService>>,
    skia_service: Arc<Mutex<SkiaService>>,
    wayland_service: Arc<Mutex<WaylandService>>,
    kuikly_service: Arc<Mutex<KuiklyUIService>>,
    
    // 子系统组件
    window_manager: RwLock<WindowManager>,
    display_manager: RwLock<DisplayManager>,
    input_manager: RwLock<InputManager>,
    compositor: RwLock<Compositor>,
    
    // Vulkan资源
    vulkan_instance: Option<VkInstance>,
    physical_device: Option<VkPhysicalDevice>,
    logical_device: Option<VkDevice>,
    
    // 系统状态
    initialized: bool,
    running: bool,
    mem_cap: Capability,
    
    // 桌面环境
    desktop_environment: RwLock<Option<DesktopEnvironment>>,
    
    // 主循环线程
    main_loop_thread: Option<thread::JoinHandle<()>>,
}

impl GraphicsSubsystem {
    // 创建新的图形子系统
    pub fn new(
        graphics_service: Arc<Mutex<GraphicsService>>,
        vulkan_service: Arc<Mutex<VulkanService>>,
        skia_service: Arc<Mutex<SkiaService>>,
        wayland_service: Arc<Mutex<WaylandService>>,
        kuikly_service: Arc<Mutex<KuiklyUIService>>,
        mem_cap: Capability
    ) -> Result<Self, String> {
        Ok(GraphicsSubsystem {
            graphics_service,
            vulkan_service,
            skia_service,
            wayland_service,
            kuikly_service,
            window_manager: RwLock::new(WindowManager {
                windows: HashMap::new(),
                next_window_id: 1,
                focused_window: None,
                surfaces: HashMap::new(),
                next_surface_id: 1,
                layers: HashMap::new(),
                active_layer: 0,
            }),
            display_manager: RwLock::new(DisplayManager {
                primary_display: 0,
                displays: HashMap::new(),
                display_configuration: DisplayConfiguration {
                    arrangement: DisplayArrangement::Extended,
                    primary_offset_x: 0,
                    primary_offset_y: 0,
                    display_offsets: HashMap::new(),
                },
            }),
            input_manager: RwLock::new(InputManager {
                mouse_x: 0,
                mouse_y: 0,
                mouse_buttons: HashMap::new(),
                keyboard_state: HashMap::new(),
                event_queue: Arc::new(Mutex::new(std::collections::VecDeque::new())),
            }),
            compositor: RwLock::new(Compositor {
                composition_surface: None,
                composition_canvas: None,
                composition_paint: None,
                options: CompositorOptions {
                    enable_alpha: true,
                    enable_vsync: true,
                    enable_hardware_acceleration: true,
                    render_quality: RenderQuality::High,
                },
                vulkan_instance: None,
                physical_device: None,
                logical_device: None,
                initialized: false,
                running: false,
            }),
            mem_cap,
            desktop_environment: RwLock::new(None),
            main_loop_thread: None,
        })
    }
    
    // 初始化图形子系统
    pub fn initialize(&mut self) -> Result<(), GraphicsSubsystemError> {
        info!("Initializing Graphics Subsystem");
        
        // 初始化基础服务
        self.initialize_base_services()?;
        
        // 初始化Vulkan
        self.initialize_vulkan()?;
        
        // 初始化显示管理器
        self.initialize_display_manager()?;
        
        // 初始化合成器
        self.initialize_compositor()?;
        
        // 初始化输入管理器
        self.initialize_input_manager()?;
        
        // 初始化桌面环境
        let desktop_env = DesktopEnvironment::new(
            Arc::clone(&self.vulkan_service),
            Arc::clone(&self.skia_service),
            Arc::clone(&self.kuikly_service),
            Arc::clone(&self.display_manager)
        )?;
        
        *self.desktop_environment.write().unwrap() = Some(desktop_env);
        
        // 初始化桌面环境
        if let Some(ref mut desktop_env) = *self.desktop_environment.write().unwrap() {
            desktop_env.initialize()?;
        }
        
        self.initialized = true;
        info!("Graphics Subsystem initialized successfully");
        Ok(())
    }
    
    // 初始化基础服务
    fn initialize_base_services(&mut self) -> Result<(), GraphicsSubsystemError> {
        // 启动图形服务
        self.graphics_service.lock().map_err(|_| {
            GraphicsSubsystemError::InitializationFailed
        })?
        .start()
        .map_err(|e| {
            error!("Failed to start graphics service: {}", e);
            GraphicsSubsystemError::GraphicsError(GraphicsError::InitializationFailed)
        })?;
        
        // 启动Vulkan服务
        self.vulkan_service.lock().map_err(|_| {
            GraphicsSubsystemError::InitializationFailed
        })?
        .start()
        .map_err(|e| {
            error!("Failed to start Vulkan service: {}", e);
            GraphicsSubsystemError::VulkanError(VulkanError::InitializationFailed)
        })?;
        
        // 启动Skia服务
        self.skia_service.lock().map_err(|_| {
            GraphicsSubsystemError::InitializationFailed
        })?
        .start()
        .map_err(|e| {
            error!("Failed to start Skia service: {}", e);
            GraphicsSubsystemError::SkiaError(SkiaError::InitializationFailed)
        })?;
        
        // 启动Wayland服务
        self.wayland_service.lock().map_err(|_| {
            GraphicsSubsystemError::InitializationFailed
        })?
        .start()
        .map_err(|e| {
            error!("Failed to start Wayland service: {}", e);
            GraphicsSubsystemError::WaylandError(WaylandError::InitializationFailed)
        })?;
        
        // 启动Kuikly服务
        self.kuikly_service.lock().map_err(|_| {
            GraphicsSubsystemError::InitializationFailed
        })?
        .start()
        .map_err(|e| {
            error!("Failed to start Kuikly service: {}", e);
            GraphicsSubsystemError::KuiklyError(KuiklyError::ChannelNotFound)
        })?;
        
        Ok(())
    }
    
    // 初始化Vulkan
    fn initialize_vulkan(&mut self) -> Result<(), GraphicsSubsystemError> {
        // 创建Vulkan实例
        let vulkan_instance = self.vulkan_service.lock().map_err(|_| {
            GraphicsSubsystemError::InitializationFailed
        })?
        .create_instance(super::vulkan_service::VkInstanceDesc {
            application_name: "ZENrs Graphics Subsystem".to_string(),
            application_version: 1,
            engine_name: "ZENrs".to_string(),
            engine_version: 1,
            api_version: 0x00400000, // Vulkan 1.0
        })
        .map_err(|e| {
            error!("Failed to create Vulkan instance: {:?}", e);
            GraphicsSubsystemError::VulkanError(e)
        })?;
        
        self.vulkan_instance = Some(vulkan_instance);
        
        // 枚举物理设备
        let physical_devices = self.vulkan_service.lock().map_err(|_| {
            GraphicsSubsystemError::InitializationFailed
        })?
        .enumerate_physical_devices(vulkan_instance)
        .map_err(|e| {
            error!("Failed to enumerate physical devices: {:?}", e);
            GraphicsSubsystemError::VulkanError(e)
        })?;
        
        if physical_devices.is_empty() {
            return Err(GraphicsSubsystemError::VulkanError(VulkanError::DeviceNotFound));
        }
        
        let physical_device = physical_devices[0];
        self.physical_device = Some(physical_device);
        
        // 创建逻辑设备
        let logical_device = self.vulkan_service.lock().map_err(|_| {
            GraphicsSubsystemError::InitializationFailed
        })?
        .create_device(physical_device, vec![super::vulkan_service::VkDeviceQueueCreateInfo {
            queue_family_index: 0,
            queue_priorities: vec![1.0],
        }])
        .map_err(|e| {
            error!("Failed to create logical device: {:?}", e);
            GraphicsSubsystemError::VulkanError(e)
        })?;
        
        self.logical_device = Some(logical_device);
        
        info!("Vulkan initialized successfully: instance={}, device={}", 
              vulkan_instance, logical_device);
        
        Ok(())
    }
    
    // 初始化显示管理器
    fn initialize_display_manager(&mut self) -> Result<(), GraphicsSubsystemError> {
        // 获取显示设备数量
        let display_count = self.graphics_service.lock().map_err(|_| {
            GraphicsSubsystemError::InitializationFailed
        })?
        .get_display_device_count()
        .map_err(|e| {
            error!("Failed to get display device count: {:?}", e);
            GraphicsSubsystemError::GraphicsError(e)
        })?;
        
        info!("Found {} display devices", display_count);
        
        // 获取每个显示设备的信息
        let mut displays = HashMap::new();
        let mut primary_device = 0;
        
        for i in 0..display_count {
            let device_id = self.graphics_service.lock().map_err(|_| {
                GraphicsSubsystemError::InitializationFailed
            })?
            .get_display_device_id(i)
            .map_err(|e| {
                error!("Failed to get display device ID: {:?}", e);
                GraphicsSubsystemError::GraphicsError(e)
            })?;
            
            // 设置为主显示设备（如果是第一个）
            if i == 0 {
                primary_device = device_id;
                self.graphics_service.lock().map_err(|_| {
                    GraphicsSubsystemError::InitializationFailed
                })?
                .set_primary_display(device_id)
                .map_err(|e| {
                    error!("Failed to set primary display: {:?}", e);
                    GraphicsSubsystemError::GraphicsError(e)
                })?;
            }
            
            // 获取显示模式数量
            let mode_count = self.graphics_service.lock().map_err(|_| {
                GraphicsSubsystemError::InitializationFailed
            })?
            .get_display_mode_count(device_id)
            .map_err(|e| {
                error!("Failed to get display mode count: {:?}", e);
                GraphicsSubsystemError::GraphicsError(e)
            })?;
            
            // 获取显示模式
            let mut modes = Vec::new();
            for j in 0..mode_count {
                let mode_info = self.graphics_service.lock().map_err(|_| {
                    GraphicsSubsystemError::InitializationFailed
                })?
                .get_display_mode(device_id, j)
                .map_err(|e| {
                    error!("Failed to get display mode: {:?}", e);
                    GraphicsSubsystemError::GraphicsError(e)
                })?;
                
                modes.push(DisplayMode {
                    width: mode_info.width,
                    height: mode_info.height,
                    refresh_rate: mode_info.refresh_rate,
                    pixel_format: mode_info.pixel_format,
                });
            }
            
            // 设置默认显示模式（第一个）
            if !modes.is_empty() {
                self.graphics_service.lock().map_err(|_| {
                    GraphicsSubsystemError::InitializationFailed
                })?
                .set_display_mode(device_id, 0)
                .map_err(|e| {
                    error!("Failed to set display mode: {:?}", e);
                    GraphicsSubsystemError::GraphicsError(e)
                })?;
                
                // 添加显示设备
                displays.insert(device_id, DisplayDevice {
                    id: device_id,
                    name: format!("Display {}", i),
                    width: modes[0].width,
                    height: modes[0].height,
                    refresh_rate: modes[0].refresh_rate,
                    current_mode: 0,
                    modes,
                });
            }
        }
        
        // 更新显示管理器
        let mut display_manager = self.display_manager.write().unwrap();
        display_manager.primary_display = primary_device;
        display_manager.displays = displays;
        
        info!("Display manager initialized with primary display: {}", primary_device);
        
        Ok(())
    }
    
    // 初始化合成器
    fn initialize_compositor(&mut self) -> Result<(), GraphicsSubsystemError> {
        if let Some(device_id) = self.display_manager.read().unwrap().displays.keys().next() {
            let display = self.display_manager.read().unwrap().displays.get(&device_id).unwrap();
            
            // 创建合成表面
            let surface_id = self.skia_service.lock().map_err(|_| {
                GraphicsSubsystemError::InitializationFailed
            })?
            .create_surface(
                display.width,
                display.height,
                Arc::clone(&self.vulkan_service)
            )
            .map_err(|e| {
                error!("Failed to create composition surface: {:?}", e);
                GraphicsSubsystemError::SkiaError(e)
            })?;
            
            // 获取合成画布
            let canvas_id = self.skia_service.lock().map_err(|_| {
                GraphicsSubsystemError::InitializationFailed
            })?
            .get_surface_canvas(surface_id)
            .map_err(|e| {
                error!("Failed to get composition canvas: {:?}", e);
                GraphicsSubsystemError::SkiaError(e)
            })?;
            
            // 创建合成画笔
            let paint_id = self.skia_service.lock().map_err(|_| {
                GraphicsSubsystemError::InitializationFailed
            })?
            .create_paint()
            .map_err(|e| {
                error!("Failed to create composition paint: {:?}", e);
                GraphicsSubsystemError::SkiaError(e)
            })?;
            
            // 更新合成器
            let mut compositor = self.compositor.write().unwrap();
            compositor.composition_surface = Some(surface_id);
            compositor.composition_canvas = Some(canvas_id);
            compositor.composition_paint = Some(paint_id);
            
            info!("Compositor initialized with surface: {}, canvas: {}", 
                  surface_id, canvas_id);
        }
        
        Ok(())
    }
    
    // 初始化输入管理器
    fn initialize_input_manager(&mut self) -> Result<(), GraphicsSubsystemError> {
        // 初始化输入事件处理
        // 在实际实现中，这里应该连接到系统的输入设备
        
        Ok(())
    }
    
    // 启动图形子系统
    pub fn start(&mut self) -> Result<(), GraphicsSubsystemError> {
        if !self.initialized {
            return Err(GraphicsSubsystemError::InitializationFailed);
        }
        
        self.running = true;
        
        // 启动桌面环境
        if let Some(ref mut desktop_env) = *self.desktop_environment.write().unwrap() {
            desktop_env.start()?;
        }
        
        // 启动主循环线程
        let vulkan_service = Arc::clone(&self.vulkan_service);
        let skia_service = Arc::clone(&self.skia_service);
        let wayland_service = Arc::clone(&self.wayland_service);
        let kuikly_service = Arc::clone(&self.kuikly_service);
        let window_manager = Arc::clone(&self.window_manager);
        let display_manager = Arc::clone(&self.display_manager);
        let input_manager = Arc::clone(&self.input_manager);
        let compositor = Arc::clone(&self.compositor);
        let running = Arc::new(std::sync::atomic::AtomicBool::new(true));
        let running_clone = Arc::clone(&running);
        
        self.main_loop_thread = Some(thread::spawn(move || {
            // 主循环 - 借鉴HaikuOS的事件循环设计
            while running_clone.load(std::sync::atomic::Ordering::Relaxed) {
                // 处理输入事件
                if let Err(err) = Self::process_input_events(
                    &input_manager,
                    &window_manager,
                    &kuikly_service
                ) {
                    warn!("Error processing input events: {:?}", err);
                }
                
                // 处理Wayland事件
                if let Err(err) = Self::process_wayland_events(&wayland_service) {
                    warn!("Error processing Wayland events: {:?}", err);
                }
                
                // 渲染所有窗口
                if let Err(err) = Self::render_all_windows(
                    &window_manager,
                    &compositor,
                    &skia_service,
                    &display_manager
                ) {
                    warn!("Error rendering windows: {:?}", err);
                }
                
                // 提交合成结果
                if let Err(err) = Self::present_composition(
                    &compositor,
                    &skia_service,
                    &vulkan_service,
                    &display_manager
                ) {
                    warn!("Error presenting composition: {:?}", err);
                }
                
                // 短暂休眠，避免CPU占用过高
                thread::sleep(Duration::from_millis(16)); // 约60fps
            }
            
            info!("Graphics subsystem main loop stopped");
        }));
        
        info!("Graphics Subsystem started successfully");
        Ok(())
    }
    
    // 处理输入事件
    fn process_input_events(
        input_manager: &RwLock<InputManager>,
        window_manager: &RwLock<WindowManager>,
        kuikly_service: &Arc<Mutex<KuiklyUIService>>
    ) -> Result<(), GraphicsSubsystemError> {
        // 实际实现中，这里应该处理来自输入设备的事件
        // 并将事件分发给对应的窗口或应用程序
        
        Ok(())
    }
    
    // 处理Wayland事件
    fn process_wayland_events(
        wayland_service: &Arc<Mutex<WaylandService>>
    ) -> Result<(), GraphicsSubsystemError> {
        // 处理Wayland连接和消息
        wayland_service.lock().map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?
        .process_messages()
        .map_err(|e| {
            GraphicsSubsystemError::WaylandError(e)
        })?;
        
        Ok(())
    }
    
    // 渲染所有窗口
    fn render_all_windows(
        window_manager: &RwLock<WindowManager>,
        compositor: &RwLock<Compositor>,
        skia_service: &Arc<Mutex<SkiaService>>,
        display_manager: &RwLock<DisplayManager>
    ) -> Result<(), GraphicsSubsystemError> {
        let window_manager = window_manager.read().unwrap();
        let compositor = compositor.read().unwrap();
        
        if let Some(composition_canvas) = compositor.composition_canvas {
            // 清空合成画布
            skia_service.lock().map_err(|_| {
                GraphicsSubsystemError::OperationFailed
            })?
            .clear(composition_canvas, 0xFF000000) // 黑色背景
            .map_err(|e| {
                GraphicsSubsystemError::SkiaError(e)
            })?;
            
            // 按层级顺序渲染窗口
            // 借鉴HaikuOS的窗口渲染顺序
            let mut layers: Vec<_> = window_manager.layers.keys().collect();
            layers.sort();
            
            for &layer in layers.iter() {
                if let Some(window_ids) = window_manager.layers.get(&layer) {
                    for &window_id in window_ids {
                        if let Some(window) = window_manager.windows.get(&window_id) {
                            if window.visible {
                                // 渲染窗口内容
                                if let Err(err) = Self::render_window(
                                    window_id,
                                    &window_manager,
                                    composition_canvas,
                                    &skia_service
                                ) {
                                    warn!("Failed to render window {}: {:?}", window_id, err);
                                }
                            }
                        }
                    }
                }
            }
        }
        
        Ok(())
    }
    
    // 渲染单个窗口
    fn render_window(
        window_id: u64,
        window_manager: &WindowManager,
        composition_canvas: SkCanvas,
        skia_service: &Arc<Mutex<SkiaService>>
    ) -> Result<(), GraphicsSubsystemError> {
        // 在实际实现中，这里应该：
        // 1. 获取窗口的表面
        // 2. 获取窗口的内容（可能来自应用程序）
        // 3. 将窗口内容绘制到合成画布上
        
        Ok(())
    }
    
    // 提交合成结果
    fn present_composition(
        compositor: &RwLock<Compositor>,
        skia_service: &Arc<Mutex<SkiaService>>,
        vulkan_service: &Arc<Mutex<VulkanService>>,
        display_manager: &RwLock<DisplayManager>
    ) -> Result<(), GraphicsSubsystemError> {
        let compositor = compositor.read().unwrap();
        let display_manager = display_manager.read().unwrap();
        
        if let Some(composition_surface) = compositor.composition_surface {
            // 刷新合成表面
            skia_service.lock().map_err(|_| {
                GraphicsSubsystemError::OperationFailed
            })?
            .flush_surface(composition_surface, None)
            .map_err(|e| {
                GraphicsSubsystemError::SkiaError(e)
            })?;
            
            // 在实际实现中，这里应该：
            // 1. 获取当前显示设备
            // 2. 获取交换链的下一帧图像
            // 3. 将合成结果复制到交换链图像
            // 4. 提交交换链图像以显示
        }
        
        Ok(())
    }
    
    // 创建窗口
    pub fn create_window(
        &self,
        title: &str,
        x: i32,
        y: i32,
        width: u32,
        height: u32
    ) -> Result<u64, GraphicsSubsystemError> {
        let mut window_manager = self.window_manager.write().unwrap();
        
        // 分配窗口ID
        let window_id = window_manager.next_window_id;
        window_manager.next_window_id += 1;
        
        // 创建表面
        let surface_id = self.create_surface(width, height)?;
        
        // 创建窗口
        window_manager.windows.insert(window_id, Window {
            id: window_id,
            title: title.to_string(),
            x,
            y,
            width,
            height,
            visible: true,
            focused: false,
            surface_id,
            decorator: WindowDecorator {
                style: DecoratorStyle::Default,
                border_width: 1,
                title_bar_height: 24,
                close_button: ButtonState::Normal,
                minimize_button: ButtonState::Normal,
                maximize_button: ButtonState::Normal,
            },
        });
        
        // 将窗口添加到默认层
        window_manager.layers.entry(0)
            .or_insert_with(HashSet::new)
            .insert(window_id);
        
        // 通知Kuikly服务窗口创建
        self.kuikly_service.lock().map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?
        .notify_window_created(window_id, title, x, y, width, height)
        .map_err(|e| {
            GraphicsSubsystemError::KuiklyError(e)
        })?;
        
        // 通知桌面环境窗口创建
        if let Some(ref mut desktop_env) = *self.desktop_environment.write().unwrap() {
            desktop_env.on_window_created(window_id, title, x, y, width, height)?;
        }
        
        info!("Window created: {}, title: {}", window_id, title);
        
        info!("Created window: {} ({}x{}) at ({}, {})", 
              title, width, height, x, y);
        
        Ok(window_id)
    }
    
    // 创建表面
    pub fn create_surface(
        &self,
        width: u32,
        height: u32
    ) -> Result<u64, GraphicsSubsystemError> {
        let mut window_manager = self.window_manager.write().unwrap();
        
        // 分配表面ID
        let surface_id = window_manager.next_surface_id;
        window_manager.next_surface_id += 1;
        
        // 创建Skia表面
        let skia_surface_id = self.skia_service.lock().map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?
        .create_surface(width, height, Arc::clone(&self.vulkan_service))
        .map_err(|e| {
            GraphicsSubsystemError::SkiaError(e)
        })?;
        
        // 获取Skia画布
        let skia_canvas_id = self.skia_service.lock().map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?
        .get_surface_canvas(skia_surface_id)
        .map_err(|e| {
            GraphicsSubsystemError::SkiaError(e)
        })?;
        
        // 在实际实现中，这里应该创建Vulkan交换链
        
        // 创建表面
        window_manager.surfaces.insert(surface_id, Surface {
            id: surface_id,
            width,
            height,
            skia_surface_id: Some(skia_surface_id),
            skia_canvas_id: Some(skia_canvas_id),
            vulkan_swapchain_id: None,
            vulkan_images: Vec::new(),
            current_image_index: 0,
            back_buffer: None,
            front_buffer: None,
        });
        
        info!("Created surface: {} ({}x{})
", surface_id, width, height);
        
        Ok(surface_id)
    }
    
    // 销毁窗口
    pub fn destroy_window(&self, window_id: u64) -> Result<(), GraphicsSubsystemError> {
        let mut window_manager = self.window_manager.write().unwrap();
        
        if let Some(window) = window_manager.windows.remove(&window_id) {
            // 销毁关联的表面
            self.destroy_surface(window.surface_id)?;
            
            // 从层级中移除窗口
            for layer_set in window_manager.layers.values_mut() {
                layer_set.remove(&window_id);
            }
            
            // 通知Kuikly服务窗口销毁
            self.kuikly_service.lock().map_err(|_| {
                GraphicsSubsystemError::OperationFailed
            })?
            .notify_window_destroyed(window_id)
            .map_err(|e| {
                GraphicsSubsystemError::KuiklyError(e)
            })?;
            
            // 通知桌面环境窗口销毁
            if let Some(ref mut desktop_env) = *self.desktop_environment.write().unwrap() {
                desktop_env.on_window_destroyed(window_id)?;
            }
            
            info!("Window destroyed: {}", window_id);
            
            info!("Destroyed window: {}", window_id);
            Ok(())
        } else {
            Err(GraphicsSubsystemError::ResourceNotFound)
        }
    }
    
    // 销毁表面
    pub fn destroy_surface(&self, surface_id: u64) -> Result<(), GraphicsSubsystemError> {
        let mut window_manager = self.window_manager.write().unwrap();
        
        if let Some(surface) = window_manager.surfaces.remove(&surface_id) {
            // 销毁Skia表面
            if let Some(skia_surface_id) = surface.skia_surface_id {
                self.skia_service.lock().map_err(|_| {
                    GraphicsSubsystemError::OperationFailed
                })?
                .destroy_surface(skia_surface_id)
                .map_err(|e| {
                    GraphicsSubsystemError::SkiaError(e)
                })?;
            }
            
            // 销毁Skia画布
            if let Some(skia_canvas_id) = surface.skia_canvas_id {
                self.skia_service.lock().map_err(|_| {
                    GraphicsSubsystemError::OperationFailed
                })?
                .destroy_canvas(skia_canvas_id)
                .map_err(|e| {
                    GraphicsSubsystemError::SkiaError(e)
                })?;
            }
            
            // 在实际实现中，这里应该销毁Vulkan交换链
            
            info!("Destroyed surface: {}", surface_id);
            Ok(())
        } else {
            Err(GraphicsSubsystemError::ResourceNotFound)
        }
    }
    
    // 移动窗口
    pub fn move_window(
        &self,
        window_id: u64,
        x: i32,
        y: i32
    ) -> Result<(), GraphicsSubsystemError> {
        let mut window_manager = self.window_manager.write().unwrap();
        
        if let Some(window) = window_manager.windows.get_mut(&window_id) {
            window.x = x;
            window.y = y;
            
            // 通知Kuikly服务窗口移动
            self.kuikly_service.lock().map_err(|_| {
                GraphicsSubsystemError::OperationFailed
            })?
            .notify_window_moved(window_id, x, y)
            .map_err(|e| {
                GraphicsSubsystemError::KuiklyError(e)
            })?;
            
            // 通知桌面环境窗口移动
            if let Some(ref mut desktop_env) = *self.desktop_environment.write().unwrap() {
                desktop_env.on_window_moved(window_id, x, y)?;
            }
            
            info!("Window moved: {} to ({}, {})", window_id, x, y);
            
            Ok(())
        } else {
            Err(GraphicsSubsystemError::ResourceNotFound)
        }
    }
    
    // 调整窗口大小
    pub fn resize_window(
        &self,
        window_id: u64,
        width: u32,
        height: u32
    ) -> Result<(), GraphicsSubsystemError> {
        let mut window_manager = self.window_manager.write().unwrap();
        
        if let Some(window) = window_manager.windows.get_mut(&window_id) {
            // 获取旧的表面ID
            let old_surface_id = window.surface_id;
            
            // 创建新的表面
            let new_surface_id = self.create_surface(width, height)?;
            
            // 更新窗口
            window.width = width;
            window.height = height;
            window.surface_id = new_surface_id;
            
            // 销毁旧的表面
            self.destroy_surface(old_surface_id)?;
            
            // 通知Kuikly服务窗口大小改变
            self.kuikly_service.lock().map_err(|_| {
                GraphicsSubsystemError::OperationFailed
            })?
            .notify_window_resized(window_id, width, height)
            .map_err(|e| {
                GraphicsSubsystemError::KuiklyError(e)
            })?;
            
            // 通知桌面环境窗口大小改变
            if let Some(ref mut desktop_env) = *self.desktop_environment.write().unwrap() {
                desktop_env.on_window_resized(window_id, width, height)?;
            }
            
            info!("Window resized: {} to {}x{}", window_id, width, height);
            
            Ok(())
        } else {
            Err(GraphicsSubsystemError::ResourceNotFound)
        }
    }
    
    // 设置窗口可见性
    pub fn set_window_visibility(
        &self,
        window_id: u64,
        visible: bool
    ) -> Result<(), GraphicsSubsystemError> {
        let mut window_manager = self.window_manager.write().unwrap();
        
        if let Some(window) = window_manager.windows.get_mut(&window_id) {
            window.visible = visible;
            
            // 通知Kuikly服务窗口可见性改变
            self.kuikly_service.lock().map_err(|_| {
                GraphicsSubsystemError::OperationFailed
            })?
            .notify_window_visibility_changed(window_id, visible)
            .map_err(|e| {
                GraphicsSubsystemError::KuiklyError(e)
            })?;
            
            // 通知桌面环境窗口可见性改变
            if let Some(ref mut desktop_env) = *self.desktop_environment.write().unwrap() {
                desktop_env.on_window_visibility_changed(window_id, visible)?;
            }
            
            info!("Window visibility changed: {}, visible: {}", window_id, visible);
            
            Ok(())
        } else {
            Err(GraphicsSubsystemError::ResourceNotFound)
        }
    }
    
    // 设置窗口焦点
    pub fn set_window_focus(
        &self,
        window_id: u64,
        focused: bool
    ) -> Result<(), GraphicsSubsystemError> {
        let mut window_manager = self.window_manager.write().unwrap();
        
        if let Some(window) = window_manager.windows.get_mut(&window_id) {
            window.focused = focused;
            
            if focused {
                window_manager.focused_window = Some(window_id);
            } else if window_manager.focused_window == Some(window_id) {
                window_manager.focused_window = None;
            }
            
            // 通知Kuikly服务窗口焦点改变
            self.kuikly_service.lock().map_err(|_| {
                GraphicsSubsystemError::OperationFailed
            })?
            .notify_window_focus_changed(window_id, focused)
            .map_err(|e| {
                GraphicsSubsystemError::KuiklyError(e)
            })?;
            
            // 通知桌面环境窗口焦点改变
            if let Some(ref mut desktop_env) = *self.desktop_environment.write().unwrap() {
                desktop_env.on_window_focus_changed(window_id, focused)?;
            }
            
            info!("Window focus changed: {}, focused: {}", window_id, focused);
            
            Ok(())
        } else {
            Err(GraphicsSubsystemError::ResourceNotFound)
        }
    }
    
    // 停止图形子系统
    pub fn stop(&mut self) -> Result<(), GraphicsSubsystemError> {
        if !self.running {
            return Ok(());
        }
        
        self.running = false;
        
        // 等待主循环线程结束
        if let Some(thread) = self.main_loop_thread.take() {
            if let Err(err) = thread.join() {
                error!("Graphics subsystem main loop thread panicked: {:?}", err);
            }
        }
        
        // 清理资源
        self.cleanup()?;
        
        info!("Graphics Subsystem stopped successfully");
        Ok(())
    }
    
    // 清理资源
    fn cleanup(&mut self) -> Result<(), GraphicsSubsystemError> {
        // 销毁所有窗口
        let window_ids: Vec<_> = {
            let window_manager = self.window_manager.read().unwrap();
            window_manager.windows.keys().cloned().collect()
        };
        
        for window_id in window_ids {
            if let Err(err) = self.destroy_window(window_id) {
                warn!("Failed to destroy window {}: {:?}", window_id, err);
            }
        }
        
        // 清理Vulkan资源
        if let Some(logical_device) = self.logical_device {
            self.vulkan_service.lock().map_err(|_| {
                GraphicsSubsystemError::OperationFailed
            })?
            .destroy_device(logical_device)
            .map_err(|e| {
                GraphicsSubsystemError::VulkanError(e)
            })?;
        }
        
        if let Some(physical_device) = self.physical_device {
            self.vulkan_service.lock().map_err(|_| {
                GraphicsSubsystemError::OperationFailed
            })?
            .destroy_physical_device(physical_device)
            .map_err(|e| {
                GraphicsSubsystemError::VulkanError(e)
            })?;
        }
        
        if let Some(vulkan_instance) = self.vulkan_instance {
            self.vulkan_service.lock().map_err(|_| {
                GraphicsSubsystemError::OperationFailed
            })?
            .destroy_instance(vulkan_instance)
            .map_err(|e| {
                GraphicsSubsystemError::VulkanError(e)
            })?;
        }
        
        // 停止各个服务
        self.kuikly_service.lock().map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?
        .stop()
        .map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?;
        
        self.wayland_service.lock().map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?
        .stop()
        .map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?;
        
        self.skia_service.lock().map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?
        .stop()
        .map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?;
        
        self.vulkan_service.lock().map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?
        .stop()
        .map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?;
        
        self.graphics_service.lock().map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?
        .stop()
        .map_err(|_| {
            GraphicsSubsystemError::OperationFailed
        })?;
        
        Ok(())
    }
    
    // 检查子系统是否已初始化
    pub fn is_initialized(&self) -> bool {
        self.initialized
    }
    
    // 检查子系统是否正在运行
    pub fn is_running(&self) -> bool {
        self.running
    }
}

// 实现Drop trait，确保资源被正确清理
impl Drop for GraphicsSubsystem {
    fn drop(&mut self) {
        let _ = self.stop();
    }
}